Forums

Future of RS franchise

Quick find code: 16-17-98-66046391

of 6
Asgeir

Asgeir

Posts: 6,359Rune Posts by user Forum Profile RuneMetrics Profile
I started playing RS2 shortly after it released, for some context as to how long I've been on this ride. As of writing this post I no longer play RuneScape and haven't done so for over a year now I think.

I am going to try to keep this post short and obvious as to what my point with all of this is. But basically I'm creating this thread as a veteran RS player and veteran gamer, and someone with a great affinity for sniffing out shit releases before they're released, what could potentially be a good game and what could potentially be a shit game to work on and release as part of the RuneScape franchise.

RuneScape 3 (2) will never be what it once was
Due to heavily increased experience rates, the sense of achivement is completely gone from the game, as if it hadn't already with Squael of Fortune which allowed players to purchase experience. And Bonds, which allowed players to purchase gold. Please don't try to argue against this, it's pathethic. SoF was buying XP, and Bonds is buying Gold, end of story.

19-Sep-2018 22:56:01 - Last edited on 19-Sep-2018 23:03:19 by Asgeir

Asgeir

Asgeir

Posts: 6,359Rune Posts by user Forum Profile RuneMetrics Profile
A good single player RPG game requires a good background setting, especially if it's meant to take place in the far future of current RuneScape universe.
To achieve this, you must solve certain "urgent" plot points, such as the Elder Gods and their plans to, well, destroy the universe. For the RuneScape universe to "move on", this issue needs to be addressed, permanently. Besides this, the fate of the "young" gods need to be settled aswell. All of this need to be done in a way that retains the familiarity with RuneScape not only in name but also in in-game story and characters.

I recommend picking and sticking with one of the following:
1. The World Guardian died banishing the gods from Gielinor, once again they roam the universe, attending other matters and seeking ways to re-enter Gielinor to once again fight over the Elder Artefacts.
2. Saradomin, his followers most numerous and powerful, retained control of most of Gielinor and continue to dominate the world to this day. Zamorak dead, Armadyl with minor following, Zaros banished (for now), Seren being the only god remaining that stood her own against Saradomin, eventually sealing a peace treaty with him, establishing the elves as the second most powerful race on the planet, not too far behind the human kingdoms of Saradomin.
Anything else is simply contrived.

If the next RuneScape game is an attempt at a new MMORPG. The above applies, but core game mechanics require serious re-thinking
No EoC. Retain a simple combat system, point & click. No game is ever going to achieve the same fluid and responsive combat system of World of Warcraft without the World of Warcraft engine. So stick to a simple automated combat system, don't listen to 15 year old Monster Energy drinking kids asking for, nay, DEMANDING, a hyper complex action-packed combat system requiering third party websites to figure out the most OPTIMAL and EFFICIENT abilities and rotations. No.

19-Sep-2018 22:56:06 - Last edited on 19-Sep-2018 23:03:39 by Asgeir

Asgeir

Asgeir

Posts: 6,359Rune Posts by user Forum Profile RuneMetrics Profile
If you do that, you will simply achieve what 99.9% of all other MMORPG's so far have achieved: To become irrelevant. I can with absolute confidence state that the most important reason why most MMORPG's fail to ever achieve anything close to the success of World of Warcraft, is not because of branding and the fact that WoW managed to be a good as it was as early as it did, but because of the combat systems of the other MMORPG's, they don't feel fuid, they are not responsive.

And yes, there IS a market for a game with a radically different combat system than most other MMO's today, and yes, that includes an MMO with a super simple automated combat system. You click on an enemy, your character runs towards it and starts autohitting it. You could have some very basic stuff like passive auras you activate on/off (i.e Prayer), you could have equipment switching around with a short cooldown, you can spice up an automated combat system.

Besides the combat system, a sense of achivement and fair competition must rule the game. There must be NO microtransactions that gives player A an advantage over player B because player A spent money in the online store. No "random XP lamps", no "tradeable bonds" that can be purchased from the website, those will instantly kill any sense of achivement any SERIOUS player of the game will have had with the game. I stopped taking RuneScape seriously when those mechanics were introduced and started playing only on and off from time to time, instead of all the time as I once used to.

But it's not only about microtransactions, it's also about the achivements of the game, the collectibles, the equipment, the rating systems, etc. They need to have a long, looooooong progression curve. A progression curve intended to take many, many years of casual play, or one or two years of absolute hardcore play, to reach to the top of.

19-Sep-2018 22:56:09 - Last edited on 19-Sep-2018 23:09:46 by Asgeir

Asgeir

Asgeir

Posts: 6,359Rune Posts by user Forum Profile RuneMetrics Profile
The way you handle storytelling in RuneScape has been one of a kind, in a good way, you must build upon that if you intend for your next game to be a story-driven MMORPG
RuneScape quests are what makes RuneScape RuneScape, besides all the other uniquely RuneScape stuff about RuneScape. No other MMO in the world has a system like this, and that's a MAJOR selling point for any future potential MMO's. If the game is single-player, then the entire games point will be story anyways, but if it's an MMO, you must have a good story and storytelling, and the best way to have a story and storytelling is to have quests a la RuneScape.

They need to be more frequently developed and released, they need to require the previous quests to be started, they need to have high requirements in order to incentivize diversified activity in-game, they need to be voice acted, cutscenes must be perfected and used frequently, and you need much more mature writers if the story is intended to be mature, serious and good, and not cringeworthy "muh reddit humour" or "muh turning tropes upside down women strong men weak saradomin evil zamorak good" stuff. You must NOT buckle under criticism that WILL follow high requirements, including having completed previous quests in the quest series.

If you keep your course, and read very carefully now, you will: improve the quality of the people playing your game. What do I mean by that? By ensuring the only people who play the full glory of the story content are the people who have context for what's happening and have all the tools necessary to actually understand what's going on, and who are mature enough to spend the time required to unlock this content, any story/lore heavy discussion and feedback will be by much more mature and appreciative players, ALLOWING YOUR WRITERS to write complex, subtle, mature stories and characters, and not plain "in your face" archetypes, stereotypes and tropes

19-Sep-2018 22:56:12 - Last edited on 19-Sep-2018 23:20:16 by Asgeir

Asgeir

Asgeir

Posts: 6,359Rune Posts by user Forum Profile RuneMetrics Profile
I will add more as I come to think of more

I want a good new MMO set in the RuneScape universe, or a good new SP-RPG series set in the RuneScape universe. But for these to be good Jagex you need to make the right decisions.

No, combat system doesn't matter in SP games, nobody holds off on buying a SP game based on the combat system, the only thing people care about is a good story.

19-Sep-2018 22:56:16 - Last edited on 19-Sep-2018 23:22:01 by Asgeir

Telcis
Dec Member 2017

Telcis

Posts: 19,255Opal Posts by user Forum Profile RuneMetrics Profile
I disagree.

You seem to have forgotten the clumsiness of how RS2 played. Sure it was a simpler game with simpler mechanics. But that's all it was.

Rs3 has allowed for changes which increase the depth, and more importantly allow you the player to choose that depth in your playstyle.

Bonds were the single greatest update to combat bots. Removes the need for them.

19-Sep-2018 23:26:16

Asgeir

Asgeir

Posts: 6,359Rune Posts by user Forum Profile RuneMetrics Profile
Telcis said:
I disagree.

You seem to have forgotten the clumsiness of how RS2 played. Sure it was a simpler game with simpler mechanics. But that's all it was.

Rs3 has allowed for changes which increase the depth, and more importantly allow you the player to choose that depth in your playstyle.

Bonds were the single greatest update to combat bots. Removes the need for them.


The failure of RS3 disagrees with your wrong opinion. RS3 is not a good game. Bonds are bad and anyone who disagrees doesn't understand something as simple and important as sense of achivement, which in turn invalidates any other criticism or feedback you might wish to provide.
And also, you are wrong about RS2, it was vastly, vastly more popular than RS3 ever has been.

19-Sep-2018 23:40:15 - Last edited on 19-Sep-2018 23:42:50 by Asgeir

Dilbert2001
Jun Gold Premier Club Member 2006

Dilbert2001

Posts: 8,998Rune Posts by user Forum Profile RuneMetrics Profile
LOL @ "The failure of RS3"!!! A £85 mil failure in 2017. :D

Realistically, the RS franchise doesn't consist of just one game and Jagex will not be the only game developers in the loop. There is really not much to talk or argue about at this stage, except perhaps one thing... I am 99% sure the Jagex in-house game will not be legacy mode only.

20-Sep-2018 00:24:53

Quick find code: 16-17-98-66046391Back to Top